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Unexplored 2 (PC)

Status: Playing
I started playing this game on Tuesday 13 September, 2022
Current opinion of this game
No comment, yet.

September 21, 2022 12:26:24 PM
Here's another game I'm playing thanks/for/due to my critical game design seminar!

I haven't played ALL that much - in terms of hours. I'm still in my 2nd run - and the 1st included all the tutorial/on-boarding and wasn't that short in terms of playtime because I was reading everything and trying to wrap my head around the game. So, quick thoughts for now:

(a) I’m really enjoying the fate system – it’s a cool way to solve so many design problems without requiring a lot of development time implementing multiple gameplay sub-systems. This seems like it adds so much RPG flavor in a way that is mechanically fun. At the moment I’m still having a hard time understanding how the system connects to/relates to my character and their attributes – but I think that’s mostly my lack of knowledge more than anything. Oh, the fate system is basically a system where you (representationally) randomly pull a token from a bag - and hope it's green (success) and not red (fail). I think the kinds/numbers of token in the bag when you start is dependent on your attributes and other modifiers. But, there's some wrinkled: There's a spirit points system where you can spend 5 pts to draw again, if you run out you can draw again - but suffer a negative status effect (fatigued?), and some tokens let you draw again for free (there's tokens that add more green tokens to the bag, etc.). So, it's a system that mirrors the usual "check for X" you see in TRPGs, so you can use it to handle picking locks, climbing, etc. all kinds of things - thus super flexible!


(b) I love the lore/information system that adds things to the map for you to explore/find. It feels really rewarding to just have stuff pop-up on the map even if I don’t plan on getting to it yet. I’m only in my 2nd run (first one was longer than I thought) so I still don’t have a good understanding of how these things will play out over multiple runs (if at all). So, if I clear an area of the sigils – is that area “empty” in future runs? I think there is an effect, but I’m not sure yet and looking forward to exploring that as I play more. The idea is that when you die - you continue as a new character, but it's been a few years and time has passed so stuff updates on the map! There are factions that are possibly fighting each other and stuff like that.


(c) I’ve been playing on my Steamdeck – and it works really well! Some text is a bit small, but I’m also getting older and that’s an extra challenge. I’m just (positively) surprised by how smooth it seems to run. I haven’t done any specialized tweaking of options or whatnot – so just “vanilla” loading as it were.


(d) I still don’t understand the overall progression system in the game across runs – I know there’s stuff that gets unlocked and so on, but it’s not that clear to me how the overall narrative is/will progress. With these games my (as a player) worry is that each run will make the overall game harder (because “evil has made more progress in taking over the world”), but that seems untenable in a game like this – too easy for players to get to an overall world-state they can’t get out off – the lead designer is super smart, so has thought of this but I don't know how – so at this point I’m very curious to better understand (as a player) how the meta-progression works. I don’t know yet because I haven’t played enough.

(e) I invited the designer to talk to class and as he was answering their questions I had an "epiphany" – “Wow, Civ is a roguelike!” which is perhaps an obvious epiphany – but there you go. This was mostly because I sense that Unexplored 2’s “run” is quite long (play time wise) – which makes it “feel” less rogue-like because you don’t have that many iterations on each run? I’m curious how long a “normal” run that ends in success takes for this game – it seems like a long one, but again I don’t really understand at this point what the overall meta-progression is like (e.g. I solve/resolve the first quest I’m sent on, and then die, do I have to do it again?)


 
kudos for original design to Rodrigo Barria